Scores of examples and problems allow students to hone their skills. Clear explanations of fundamental tasks facilitate students' understanding of important concepts. New! Chapters on shading models,shadow,and texture-including the Phong illumination model-explain the latest techniques and tools for achieving photorealism in computer graphics. Master the fundamentals of computer graphics with Schaum's -the high-performance study guide. It will help you cut study time,home problem-solving skills,and achieve your personal best on exams! Students love Schaum's Outlines because they produce results. Each year,hundreds of thousands of students improve their test scores and final grades with these indispensable study guides. Get the edge on your classmates. Use Schaum's!
作者簡介
暫缺《計(jì)算機(jī)圖形學(xué)習(xí)題與解答》作者簡介
圖書目錄
CHAPTER 1 INTRODUCTION
1.1 A Mini-survey 1.2 What's Ahead
CHAPTER 2 IMAGE REPRESENTATION
2.1 The RGB Color Model 2.2 Direct Coding 2.3 Lookup Table 2.4 Display Monitor 2.5 Printer 2.6 Image Files 2.7 Settign the Color Attribute of Pixels 2.8 Example:Visualizing the Mandelbrot Set
CHAPTER 3 SCAN CONVERSION
3.1 Scan-Converting a Point 3.2 Scan-Converting a Line 3.3 Scan-Converting a Circle 3.4 Scan-Converting an Ellipse 3.5 Scan-Converting Arcs and Sectors 3.6 Scan-Converting a Rectangle 3.7 Region Filling 3.8 Scan-Converting a Character 3.9 Anti-Aliasing 3.10 Example:Recursively Defined Drawings
9.1 Simple Geometric Forms 9.2 Wireframe Models 9.3 Curved Surfaces 9.4 Curve Design 9.5 Polynomial Basis Functions 9.6 The Problem of Interpolation 9.7 The Problem of Approximation 9.8 Curved-Surface Design 9.9 Transforming Curves and Surfaces 9.10 Quadric Surfaces 9.11 Example:Terrain Generation
CHAPTER 10 HIDDEN SURFACES
10.1 Depth Comparisons 10.2 Z-Buffer Algorithm 10.3 Back-Face Removal 10.4 The Painter's Algorithm 10.5 Scan-Line Algorithm 10.6 Subdivision Algorithm 10.7 Hidden-Line Elimination 10.8 The Rendering of Mathematical Surfaces
CHAPTER 11 COLOR AND SHADING MODELS
11.1 Light and Color 11.2 The Phong Model 11.3 Interpolative Shading Methods 11.4 Texture
CHAPTER 12 RAY TRACING
12.1 The Pinhole Camera 12.2 A Recursive Ray-Tracer 12.3 Parametric Vector Representation of a Ray 12.4 Ray-Surface Intersection 12.5 Execution Effciency 12.6 Anti-Aliasing 12.7 Additional Visual Effects
Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS
A1.1 The Two-Dimensional Cartesian Coordinate System A1.2 The Polar Coordinate System A1.3 Vectors A1.4 Matrices A1.5 Functions and Transformations
Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS
A2.1 Three-Dimensional Cartesian Coordinates A2.2 Curves and Surfaces in Three Dimensions A2.3 Vectors in Three Dimensions A2.4 Homogeneous Coordinates